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Search: Posts Made By: Kaiyodo
Forum: Archive::Development 04-02-2002, 02:32 AM
Replies: 5
Views: 6,361
Posted By Kaiyodo
Quick fix for proccing weapons

I found the 'beneficial spell' flag in the spells structure today (unknown_4[1]), you can drop it into the weapon proc code easily to make beneficial spells cast on you and aggressive spells cast on...
Forum: Archive::Tools 04-01-2002, 01:56 AM
Replies: 15
Views: 13,618
Posted By Kaiyodo
Spell editor source code

Here's the source for it. I've converted it to a VC6 project rather than the VC.NET it started out as so more people can compile it. I've added a few comments here and there, but it should be pretty...
Forum: Archive::General Discussion 04-01-2002, 01:50 AM
Replies: 42
Views: 20,378
Posted By Kaiyodo
Athlon XP 1800+ Creative GeForce 3 TI200 ...

Athlon XP 1800+
Creative GeForce 3 TI200
Creative Audigy soundcard
512MB DDR RAM
MSI mobo
2x40 gb IBM 7200 HDD
Sony 21" GDM-F520 monitor
Telewest 512/128 cable
Windows XP Pro
Forum: Archive::Development 03-31-2002, 11:42 AM
Replies: 10
Views: 8,331
Posted By Kaiyodo
I've posted the first release of my spell editor...

I've posted the first release of my spell editor in the 3rd-Party tools section. Lemme know if it doesn't work or there something major I've missed. I probably won't have time to do anything about...
Forum: Archive::Tools 03-31-2002, 11:36 AM
Replies: 15
Views: 13,618
Posted By Kaiyodo
SPDat Spell Editor

This is my SPDat editor wot I made today, it's quite simple, and a bit rough around the edges, but it works.

There's a big read me in the zip to tell you how it works.

Have fun with it, and...
Forum: Archive::Development 03-31-2002, 05:53 AM
Replies: 10
Views: 8,331
Posted By Kaiyodo
Pretty much all the info you need is in spdat.h...

Pretty much all the info you need is in spdat.h from the EQEmu source, all that's needed is a GUI to drop on top of that data structure.

I knocked up one quickly today, attached some screenshots...
Forum: Archive::Bugs 03-29-2002, 10:46 AM
Replies: 2
Views: 6,408
Posted By Kaiyodo
Zone.exe VTune performance analysis results (fairly long and

I thought I'd do a quick VTune run on Zone.exe as a couple of people have mentioned that they were having performance problems with it. Mainly I wanted to test that none of my DW/DA code was taking...
Forum: Archive::Development 03-29-2002, 01:11 AM
Replies: 16
Views: 17,243
Posted By Kaiyodo
That's exactly what I'm doing Lurker. The reason...

That's exactly what I'm doing Lurker. The reason I posted this thread was to see if the actual formulae had been discovered and generally agreed on, I can see from the posts that it most certainly...
Forum: Archive::Development 03-28-2002, 05:59 AM
Replies: 16
Views: 17,243
Posted By Kaiyodo
General consensus is that chance to hit is not...

General consensus is that chance to hit is not affected by AC at all, it only affects damage mitigation.

Chance to hit is based off Agi and defensive skills (parry, riposte etc .) . I've seen...
Forum: Archive::Development 03-27-2002, 08:46 AM
Replies: 16
Views: 17,243
Posted By Kaiyodo
Thanks Dayfvid, that's just the sort of thread I...

Thanks Dayfvid, that's just the sort of thread I was looking for! Very interesting to see the maths behind what defensive does too.

K.
Forum: Archive::Development 03-27-2002, 07:38 AM
Replies: 16
Views: 17,243
Posted By Kaiyodo
I said 'modifications', didn't claim all the code...

I said 'modifications', didn't claim all the code was mine! :)

I modified the min/max damage calc ..


int max_hit = weapon_damage * ((GetSTR() + pp.skills[skillinuse]) / 100); // Apply damage...
Forum: Archive::Development 03-27-2002, 06:10 AM
Replies: 16
Views: 17,243
Posted By Kaiyodo
Does anyone have and good links to EQ combat equations?

I was thinking of polishing up the combat system modifications I wrote (which are now in 0.2.6) in order to match them more closely to the real EQ ones, but I need more info!

The damage...
Forum: Archive::Development 03-12-2002, 06:12 AM
Replies: 5
Views: 6,974
Posted By Kaiyodo
I made some mods to the code that implemented...

I made some mods to the code that implemented haste and procs a while back, I posted it in the 'Duel Wield / Double attack code, and some other stuff' thread. I've not had a chance to update the code...
Forum: Archive::Development 02-23-2002, 09:25 AM
Replies: 19
Views: 15,150
Posted By Kaiyodo
Well, I just created a Geocities website and...

Well, I just created a Geocities website and uploaded the modified exes, here's the link ..

http://www.geocities.com/kaiyodouk/index.html

Those exes are the latest ones I'm working with, only...
Forum: Archive::Development 02-23-2002, 08:21 AM
Replies: 19
Views: 15,150
Posted By Kaiyodo
I can certainly compile up a version, providing...

I can certainly compile up a version, providing the dev team don't mind. I've got nowhere to host the files though, and I can't post them here as it'll going to break the attachment limit quite...
Forum: Archive::Development 02-22-2002, 07:58 AM
Replies: 19
Views: 15,150
Posted By Kaiyodo
Right, those fixes seemed to work. I've attached...

Right, those fixes seemed to work. I've attached the modified client_process.cpp. Bards and Beastlords should be able to Dual wield properly.

I noticed a new problem while messing about with my...
Forum: Archive::Development 02-22-2002, 02:02 AM
Replies: 19
Views: 15,150
Posted By Kaiyodo
Just found a couple of bugs in my...

Just found a couple of bugs in my client_process.cpp releated to Beastlords and Bards, i.e. classes that get DW but not DA. I can see what the bugs are, but I'm not going to have a chance to test the...
Forum: Archive::Development 02-21-2002, 09:50 AM
Replies: 19
Views: 15,150
Posted By Kaiyodo
Duel Wield / Double attack code, and some other stuff ..

I've been playing around with the EQEmu code for a bit now, so I thought I'd release the code changes I'd made to the 0.2.3 version in case anyone would like to try them too.

Here's what's...
Forum: Archive::Bugs 02-19-2002, 05:53 AM
Replies: 4
Views: 5,905
Posted By Kaiyodo
I've had duel wield and double attack working for...

I've had duel wield and double attack working for a while in my modified version, just a matter of adding another attack timer. It's not very refined though, I don't think it even takes your skill...
Forum: Archive::Development 02-19-2002, 05:39 AM
Replies: 9
Views: 10,738
Posted By Kaiyodo
I'm pretty sure it's a targetable spell, Primal...

I'm pretty sure it's a targetable spell, Primal Avatar is a dropped spell in Sleepers I believe, a componentless version of Avatar.

The weapons I've been testing with are from the standard DB in...
Forum: Archive::Bugs 02-18-2002, 10:37 AM
Replies: 4
Views: 5,905
Posted By Kaiyodo
2H piercing bug fixes

I've been playing around in client_process.cpp and attack.cpp writing some double attack/dual wield code and found a couple of bugs that are stopping 2 handed piercing working in 0.2.3.

In...
Forum: Archive::Development 02-18-2002, 10:26 AM
Replies: 9
Views: 10,738
Posted By Kaiyodo
That would certainly work, I've got a temporary...

That would certainly work, I've got a temporary bodge in there at the moment that basically goes 'if spell = avatar, target = me'. It's crude, but it lets me have fun with the primal weapons :)

K.
Forum: Archive::Development 02-18-2002, 03:52 AM
Replies: 9
Views: 10,738
Posted By Kaiyodo
The Minor Shielding and Gate spells are flagged...

The Minor Shielding and Gate spells are flagged as 'Self-only' in the spell data (their spelltype is 'ST_Self'). Spells of this type, as well as any flagged with 'ST_AETarget' or 'ST_AECaster' will...
Forum: Archive::Development 02-18-2002, 02:11 AM
Replies: 9
Views: 10,738
Posted By Kaiyodo
Weapon proc spell target

I've written a small bit of code to enable weapon procs to work, however, I can't see a way of working out who the spell should be cast on (always casts on target at the moment). The spell effecttype...
Showing results 126 to 149 of 149

 
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